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Yuanhao Wang

Publications and source records attributed to Yuanhao Wang.

At least 19 recordsLinked to original sources

Localizing Concepts in Visual Autoregressive Models

Understanding the internal routing of visual concepts is crucial for the safe and controllable adaptation of generative models. While concept localization has been widely studied in diffusion models, the emerging paradigm of next-scale visual autoregressive models remains largely unexplored. In this paper, we introduce LoCo, the first model-agnostic framework to localize where and when specific concepts emerge within autoregressive models. Driven by the native coarse-to-fine nature of next-scale generation, our method precisely maps conceptual knowledge across three distinct dimensions: Layer, Scale, and Position. To systematically localize and evaluate concept routing without context bias, we propose LoCoBench, a comprehensive dataset spanning 10 diverse categories. Extensive probing on image and video autoregressive models like Infinity, HunyuanImage-3.0, and InfinityStar shows that the localized positions are both interpretable and causally related to concept emergence. Building on these insights, we apply our localization method to three key applications: concept erasure, model personalization, and adversarial concept injection. Experiments demonstrate that our targeted intervention achieves state-of-the-art performance, substantially reducing computational overhead while preserving benign utility. Overall, our findings offer insights into how conceptual knowledge is routed during autoregressive generation, introducing a practical pathway for more interpretable, efficient, and secure adaptation.

cs.CV↗

Minimum Label $k$-Cut on Planar Graphs: Complexity and Color Structure

Minimum Label $k$-Cut asks for a minimum-size set of colors such that deleting all edges of these colors leaves at least $k$ connected components. We study how the structure of the underlying graph and its color classes affects the complexity of this problem. Regarding fixed-parameter tractability with respect to $k$ on simple planar graphs, we prove that the problem is W[1]-hard, even when the underlying graph is a cactus graph and each color appears at most twice. Furthermore, for cactus graphs in which every color class is connected, we establish a complexity boundary in terms of the maximum monochromatic degree: when this degree is at most two, an optimal solution can be found in $O(Nk^2)$ time, where $N$ is the input size, with no restriction on color frequency or the number of blocks spanned by a color; allowing the maximum monochromatic degree to increase to three already makes the decision version NP-complete. Finally, we prove that the problem remains W[1]-hard parameterized by $k$ on fan graphs, even when every color class is an induced path. These results show that bounding color frequency does not suffice to eliminate parameterized hardness. They also establish a monochromatic-degree boundary for connected colors on cactus graphs and identify complexity barriers to extending this tractable case to outerplanar graphs.

cs.DS↗

The Complexity of Weak Partition Connectivity in Hedgegraphs

We prove that deciding whether the weak partition connectivity (WPC) of an unweighted hedgegraph is at most a given integer is NP-complete, resolving an open question about its computational complexity. Hardness holds even for connected full-support split systems, where each hedge consists of two nonempty, vertex-disjoint hyperedges covering all vertices. We also obtain hardness on connected edge-colored simple graphs in which each color class is a spanning forest with exactly two nontrivial trees. On both classes, exact computation of fractional WPC is NP-hard, whereas hedge connectivity is computable exactly in polynomial time. A binary matrix formulation yields the reduction and a deterministic polynomial-time exact algorithm under a linear intersection condition on row supports after normalization and column compression. In particular, both integer and fractional WPC are computable in polynomial time when these supports have size at most two, whereas NP-hardness holds already when their size is bounded by three. For every fixed $b$, we give deterministic and randomized efficient polynomial-time approximation schemes on hedgegraphs in which each hedge has at most $b$ connected components, counting isolated vertices. Both schemes return one partition that simultaneously approximates integer and fractional WPC. Unless $\mathrm P=\mathrm{NP}$, neither objective admits a deterministic FPTAS, even on the two hard instance classes.

cs.DS↗

Beyond Task Completion: Measuring Interaction Cost in Terminal User Interfaces

Large language models (LLMs) are increasingly used through terminal user interfaces (TUIs), yet task completion alone does not capture how difficult an interface is to understand and operate. Existing human assessments and LLM-generated ratings or reports do not provide repeatable measurements of interaction effort grounded in verified task execution. We propose Agent-as-a-User, an evaluation paradigm that places an LLM agent in the user role. Agent-KLM separates agent-side interpretation and operation costs and relates them structurally to human interaction. TUINaut operationalizes the paradigm by recording interaction trajectories and verifying outcomes with actor-independent oracles. Using TUINaut-Bench, we study 84 tasks across 15 real-world TUIs with six human participants and five observation-evaluator configurations, and evaluate 45 TUIs generated by three leading stacks. Similar aggregate success rates mask differences in which tasks humans and agents complete, whereas interpretation and operation costs follow correlated task rankings, especially for operation. This pattern persists across configurations. Generated TUIs can implement correct functionality while still requiring usability improvements. These results position Agent-as-a-User as a repeatable, execution-grounded paradigm for measuring task-based usability.

cs.SE↗

ConPro: Contrast Projection Pretraining for Label-Efficient Vessel Segmentation in DSA Sequences

Dense vessel annotation in digital subtraction angiography (DSA) is labor-intensive, yet every unlabeled sequence records how contrast passes through the vessels. Semi-supervised methods take their targets from the current model, and generic self-supervised pretexts reconstruct static appearance, so this signal goes unused. We propose ConPro, a self-supervised pretraining scheme whose target is a contrast projection, the normalized drop of every pixel below its temporal median over the sequence. On DIAS and DSCA, with 10%, 20% and 50% of the training cases labeled, ConPro improves on training from scratch at every label fraction and is the best of the compared methods on DSCA at 20% and 50% labels. Controlled comparisons show that the gain comes from the target. A temporal-median target with the same input, loss and budget stays at scratch level, and using the projection directly instead of learning it, as an input channel or a pseudo-label, helps little or hurts. ConPro provides pretrained weights without changing the segmentation architecture, so it combines with semi-supervised training, and UniMatch, the strongest baseline, gains 0.5 to 2.0 Dice and 0.9 to 2.3 clDice at every label fraction when started from ConPro weights, reaching 75.4 Dice on DIAS and 81.3 on DSCA.

cs.CV↗

OmniFabric: Coherent UV Space Texture Synthesis for 3D Garment Reconstruction

Automated generation of production-ready 3D garment assets from a single image is a central challenge in digital content creation. While recent generative models have significantly advanced 3D geometry reconstruction, synthesizing high-quality textures remains a bottleneck. Existing methods often bake environmental illumination and shadows directly into the texture map, or they fail to maintain global structural coherence, making the resulting assets unusable for physical simulation and relighting. In this work, we introduce OmniFabric, a novel approach that synthesizes globally coherent texture maps directly within the 2D sewing pattern space. Given a single reference image, our pipeline utilizes an estimated 3D mesh and generative priors of powerful Vision-Language Models (VLM) to establish a complete but coarse texture initialization across the unwrapped sewing patterns. We then leverage a specialized diffusion transformer, trained via an automated synthetic data engine and conditioned on 3D positional features, to refine this initialization directly in the canonical UV domain. This effectively removes distortion and baked-in artifacts to extract a clean and normalized texture map that preserves the original garment design. Extensive experiments demonstrate that OmniFabric significantly outperforms state-of-the-art baselines, yielding photorealistic 3D garments with high-quality textures.

cs.CV↗

Reconstruction-Aware Cryo-EM Particle Picking

Cryo-electron microscopy (cryo-EM) determines the structures of proteins and macromolecular assemblies at near-atomic resolution, and the final 3D reconstruction depends on extracting a clean particle stack from noisy micrographs. This extraction decomposes into three sub-tasks, namely particle picking, contamination removal, and 2D class selection. Each of them, however, is trained and evaluated in isolation, and none is optimized for the reconstruction. We instead integrate the three sub-tasks into a single pipeline posed against downstream reconstruction quality. We instantiate the pipeline with a state-of-the-art component for each sub-task, CryoTransformer picking permissively, MicrographCleaner masking contamination, and CryoSift selecting 2D classes by a continuous quality score, and close the loop with a fine-tuning step that returns the surviving particles to the picker. The pipeline achieves a better 3D resolution than every picker we compare. We also show that the best 2D F1 is not the best resolution, so particle selection is better treated as one reconstruction-aware pipeline judged by the map it delivers.

q-bio.BM↗

An Exponent-Tight Conditional Lower Bound for Global Label Min-Cut

Let $n$ and $p$ denote the numbers of vertices and labels, respectively, in an undirected edge-labeled graph. Previous work showed that, under the Exponential Time Hypothesis (ETH), there is no deterministic algorithm with running time \[ (np)^{o\left(\frac{\log n}{(\log\log n)^2}\right)}. \] In this paper, we give a deterministic reduction that strengthens this conditional running-time lower bound to \[ (np)^{o(\log n)}\operatorname{poly}(|E|). \] The lower bound holds even for simple edge-labeled graphs. Since our reduction is deterministic, the same lower bound applies to bounded-error randomized algorithms under the randomized Exponential Time Hypothesis. On the resulting hard family, $p=n^{O(1)}$. Thus, under rETH, the lower bound matches the exponent order of the known randomized quasi-polynomial exact upper bound up to constant factors.

cs.DS↗

QuadVerse: An Integrated Framework Aligning Visual-Physical Reality for Quadruped Simulation

Simulation is central to robot learning, yet the sim-to-real gap remains a major bottleneck. Existing approaches often tackle visual or dynamic gaps separately, overlooking how these individual mismatches accumulate and propagate throughout the robot's state evolution. In this paper, we introduce QuadVerse, an integrated framework that uses reconstructed scenes as a calibration substrate for aligning visual perception, physical interaction, and actuator dynamics. From captured RGB videos, we reconstruct geometry-constrained 3D Gaussian Splatting (3DGS) scenes that support batched photorealistic ego-view rendering and collision-ready semantic mesh extraction. The meshes further enable contact calibration by initializing spatially varying friction priors and refining them through trajectory-based posterior search. To address remaining actuator discrepancies, QuadVerse trains a residual dynamics compensator by replaying real-world trajectories on the contact-calibrated terrain, reducing the entanglement between terrain-induced contact errors and actuator non-idealities. Experiments show that QuadVerse improves reconstruction quality and locomotion tracking over relevant baselines. Leveraging this foundation, we demonstrate robust zero-shot visual-navigation policy deployment without task-specific real-world rollouts.

cs.RO↗

FIT: A Large-Scale Dataset for Fit-Aware Virtual Try-On

Given a person and a garment image, virtual try-on (VTO) aims to synthesize a realistic image of the person wearing the garment, while preserving their original pose and identity. Although recent VTO methods excel at visualizing garment appearance, they largely overlook a crucial aspect of the try-on experience: the accuracy of garment fit -- for example, depicting how an extra-large shirt looks on an extra-small person. A key obstacle is the absence of datasets that provide precise garment and body size information, particularly for "ill-fit" cases, where garments are significantly too large or too small. Consequently, current VTO methods default to generating well-fitted results regardless of the garment or person size. In this paper, we take the first steps towards solving this open problem. We introduce FIT (Fit-Inclusive Try-on), a large-scale VTO dataset comprising over 1.13M try-on image triplets accompanied by precise body and garment measurements. We overcome the challenges of data collection via a scalable synthetic strategy: (1) We programmatically generate 3D garments using GarmentCode and drape them via physics simulation to capture realistic garment fit. (2) We employ a novel re-texturing framework to transform synthetic renderings into photorealistic images while strictly preserving geometry. (3) We introduce person identity preservation into our re-texturing model to generate paired person images (same person, different garments) for supervised training. Finally, we leverage our FIT dataset to train a baseline fit-aware virtual try-on model. Our data and results set the new state-of-the-art for fit-aware virtual try-on, as well as offer a robust benchmark for future research. We will make all data and code publicly available on our project page: https://johannakarras.github.io/FIT.

cs.CV↗

From Blurry to Believable: Enhancing Low-quality Talking Heads with 3D Generative Priors

Creating high-fidelity, animatable 3D talking heads is crucial for immersive applications, yet often hindered by the prevalence of low-quality image or video sources, which yield poor 3D reconstructions. In this paper, we introduce SuperHead, a novel framework for enhancing low-resolution, animatable 3D head avatars. The core challenge lies in synthesizing high-quality geometry and textures, while ensuring both 3D and temporal consistency during animation and preserving subject identity. Despite recent progress in image, video and 3D-based super-resolution (SR), existing SR techniques are ill-equipped to handle dynamic 3D inputs. To address this, SuperHead leverages the rich priors from pre-trained 3D generative models via a novel dynamics-aware 3D inversion scheme. This process optimizes the latent representation of the generative model to produce a super-resolved 3D Gaussian Splatting (3DGS) head model, which is subsequently rigged to an underlying parametric head model (e.g., FLAME) for animation. The inversion is jointly supervised using a sparse collection of upscaled 2D face renderings and corresponding depth maps, captured from diverse facial expressions and camera viewpoints, to ensure realism under dynamic facial motions. Experiments demonstrate that SuperHead generates avatars with fine-grained facial details under dynamic motions, significantly outperforming baseline methods in visual quality.

cs.CV↗

Tie-breaking Agnostic Lower Bound for Fictitious Play

Fictitious play (FP) is a natural learning dynamic in two-player zero-sum games. Samuel Karlin conjectured in 1959 that FP converges at a rate of $O(t^{-1/2})$ to Nash equilibrium, where $t$ is the number of steps played. However, Daskalakis and Pan disproved the stronger form of this conjecture in 2014, where \emph{adversarial} tie-breaking is allowed. This paper disproves Karlin's conjecture in its weaker form. In particular, there exists a 10-by-10 zero-sum matrix game, in which FP converges at a rate of $Ω(t^{-1/3})$, and no ties occur except for the first step.

cs.GT↗

Unsupervised Detection of Distribution Shift in Inverse Problems using Diffusion Models

Diffusion models are widely used as priors in imaging inverse problems. However, their performance often degrades under distribution shifts between the training and test-time images. Existing methods for identifying and quantifying distribution shifts typically require access to clean test images, which are almost never available while solving inverse problems (at test time). We propose a fully unsupervised metric for estimating distribution shifts using only indirect (corrupted) measurements and score functions from diffusion models trained on different datasets. We theoretically show that this metric estimates the KL divergence between the training and test image distributions. Empirically, we show that our score-based metric, using only corrupted measurements, closely approximates the KL divergence computed from clean images. Motivated by this result, we show that aligning the out-of-distribution score with the in-distribution score -- using only corrupted measurements -- reduces the KL divergence and leads to improved reconstruction quality across multiple inverse problems.

cs.CV↗

TokBench: Evaluating Your Visual Tokenizer before Visual Generation

In this work, we reveal the limitations of visual tokenizers and VAEs in preserving fine-grained features, and propose a benchmark to evaluate reconstruction performance for two challenging visual contents: text and face. Visual tokenizers and VAEs have significantly advanced visual generation and multimodal modeling by providing more efficient compressed or quantized image representations. However, while helping production models reduce computational burdens, the information loss from image compression fundamentally limits the upper bound of visual generation quality. To evaluate this upper bound, we focus on assessing reconstructed text and facial features since they typically: 1) exist at smaller scales, 2) contain dense and rich textures, 3) are prone to collapse, and 4) are highly sensitive to human vision. We first collect and curate a diverse set of clear text and face images from existing datasets. Unlike approaches using VLM models, we employ established OCR and face recognition models for evaluation, ensuring accuracy while maintaining an exceptionally lightweight assessment process requiring just 2GB memory and 4 minutes to complete. Using our benchmark, we analyze text and face reconstruction quality across various scales for different image tokenizers and VAEs. Our results show modern visual tokenizers still struggle to preserve fine-grained features, especially at smaller scales. We further extend this evaluation framework to video, conducting comprehensive analysis of video tokenizers. Additionally, we demonstrate that traditional metrics fail to accurately reflect reconstruction performance for faces and text, while our proposed metrics serve as an effective complement.

cs.CV↗

Diff-Unfolding: A Model-Based Score Learning Framework for Inverse Problems

Diffusion models are extensively used for modeling image priors for inverse problems. We introduce \emph{Diff-Unfolding}, a principled framework for learning posterior score functions of \emph{conditional diffusion models} by explicitly incorporating the physical measurement operator into a modular network architecture. Diff-Unfolding formulates posterior score learning as the training of an unrolled optimization scheme, where the measurement model is decoupled from the learned image prior. This design allows our method to generalize across inverse problems at inference time by simply replacing the forward operator without retraining. We theoretically justify our unrolling approach by showing that the posterior score can be derived from a composite model-based optimization formulation. Extensive experiments on image restoration and accelerated MRI show that Diff-Unfolding achieves state-of-the-art performance, improving PSNR by up to 2 dB and reducing LPIPS by $22.7\%$, while being both compact (47M parameters) and efficient (0.72 seconds per $256 \times 256$ image). An optimized C++/LibTorch implementation further reduces inference time to 0.63 seconds, underscoring the practicality of our approach.

eess.IV↗

GarmentCrafter: Progressive Novel View Synthesis for Single-View 3D Garment Reconstruction and Editing

We introduce GarmentCrafter, a new approach that enables non-professional users to create and modify 3D garments from a single-view image. While recent advances in image generation have facilitated 2D garment design, creating and editing 3D garments remains challenging for non-professional users. Existing methods for single-view 3D reconstruction often rely on pre-trained generative models to synthesize novel views conditioning on the reference image and camera pose, yet they lack cross-view consistency, failing to capture the internal relationships across different views. In this paper, we tackle this challenge through progressive depth prediction and image warping to approximate novel views. Subsequently, we train a multi-view diffusion model to complete occluded and unknown clothing regions, informed by the evolving camera pose. By jointly inferring RGB and depth, GarmentCrafter enforces inter-view coherence and reconstructs precise geometries and fine details. Extensive experiments demonstrate that our method achieves superior visual fidelity and inter-view coherence compared to state-of-the-art single-view 3D garment reconstruction methods.

cs.GR↗

Is Elo Rating Reliable? A Study Under Model Misspecification

Elo rating, widely used for skill assessment across diverse domains ranging from competitive games to large language models, is often understood as an incremental update algorithm for estimating a stationary Bradley-Terry (BT) model. However, our empirical analysis of practical matching datasets reveals two surprising findings: (1) Most games deviate significantly from the assumptions of the BT model and stationarity, raising questions on the reliability of Elo. (2) Despite these deviations, Elo frequently outperforms more complex rating systems, such as mElo and pairwise models, which are specifically designed to account for non-BT components in the data, particularly in terms of win rate prediction. This paper explains this unexpected phenomenon through three key perspectives: (a) We reinterpret Elo as an instance of online gradient descent, which provides no-regret guarantees even in misspecified and non-stationary settings. (b) Through extensive synthetic experiments on data generated from transitive but non-BT models, such as strongly or weakly stochastic transitive models, we show that the ''sparsity'' of practical matching data is a critical factor behind Elo's superior performance in prediction compared to more complex rating systems. (c) We observe a strong correlation between Elo's predictive accuracy and its ranking performance, further supporting its effectiveness in ranking.

cs.LG↗

Directional Smoothness and Gradient Methods: Convergence and Adaptivity

We develop new sub-optimality bounds for gradient descent (GD) that depend on the conditioning of the objective along the path of optimization rather than on global, worst-case constants. Key to our proofs is directional smoothness, a measure of gradient variation that we use to develop upper-bounds on the objective. Minimizing these upper-bounds requires solving implicit equations to obtain a sequence of strongly adapted step-sizes; we show that these equations are straightforward to solve for convex quadratics and lead to new guarantees for two classical step-sizes. For general functions, we prove that the Polyak step-size and normalized GD obtain fast, path-dependent rates despite using no knowledge of the directional smoothness. Experiments on logistic regression show our convergence guarantees are tighter than the classical theory based on $L$-smoothness.

cs.LG↗